The Game Developer Network

GaMaYo 27 Showcase: Curse of Cards by Moon Rune Games

At WX, Wakefield over 60 games will be demoing, along with 400+ developers, game industry publishers, investors and platforms in attendance for GaMaYo 27! Join us on the 26th of November for a day full of demos, networking, roundtables and more.

This event is brought to you by Game Republic along with their Official Partners Red Kite Games, Double Eleven and Xsolla, and Strategic Partner Steel City Interactive with event sponsors Plus Accounting and Kudos Games Services.

Today we are looking at ‘Curse of Cards’ which is confirmed to be at the event, from Moon Rune Games!

Curse of Cards by Moon Rune Games

 

What would be your description of your game?

Battle through a shifting cosmic library in this roguelike card-crawler. Combine satisfying card strategy with first-person exploration. Unleash ancient creatures of British folklore, gather relics, collect powerful cards, and fight to shape your own story escaping the cursed library’s grasp.

How did development start? (Were there any key inspirations or ideas that drove you?)

I actually created a physical version of the game first. I wanted to create a card game that had the strategy and feeling of Pokémon TCG, but without the hassle of each player needing to craft their own deck beforehand. You just rock up to the pub, shuffle the shared decks and play with mates. When I started Moon Rune Games, making a digital version of the game I’d recently designed made the most sense as the studio’s first project.

Tell us about the team behind the game!

Following a decade-plus at studios like FuturLab and Tt Games, I set out on my own indie journey, driven by the hope of inspiring players just as the games I grew up with inspired me. I want to make satisfying games that scratch that part of your brain that goes, “oh yeah, that’s nice”.

What kind of experiences do you hope to bring players?

There is a very specific feeling of satisfaction you get when playing a turn-based game, with your back against the wall, resources limited and re-arranging all your pieces to pull a victory out of the hat. I love that feeling. I want players to feel that.

In 10 words or less, highlight the appeal of the game!

Strategic British‑folklore card battles, deep synergies and roguelike progression.

Any links to access/wishlist the game?

https://store.steampowered.com/app/4207000/Curse_of_Cards/

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